Johnny M. by G. H. Suggit Spectrum 48 This is a challenging, quite clever game and well thought out. The verbs in part 2 are more complex than in Part 1. Not for the first-time adventurer. You need to read messages carefully for hints about how to proceed. Unusual verbs are used here, which add to the challenge. The only imperfection is that when you are interacting with several people in the vicinity, you are not sure to whom you are directing your statements. I would suggest that you follow all directives given (i.e. what Ralfi says, what Molly says, etc.) Hints (given in the order you are likely to need them): Part 1: Exits are not always marked. In both parts, there are sections where you just wander about until you figure out how to get out. LISTENing is very useful. So is ASKing people. What to do when you hear Eddie’s voice? If you have a means of killing him, do so. Don’t be too quick to leave this area. There are other things you need. The powder you see is not one of them. To be sure before you leave a location, LOOK, and take what objects are there; you may need them later again. I am not sure whether this is actually needed, but logically it makes sense to do so. What to do at the levi-station? Don’t take the first train; STAY until you get the correct message. How to deal with Ralfi? First, follow his directions; then do what you would REALLY like to do (assuming you can); then concede defeat and give him objects that you have. Once you give the book, you need to give INFORMATION and then give the girl instructions. Anything you type then is directed to the people in the room. It is somewhat confusing. To ensure that you are not “sliced in two” take Ralfi with you, and take what he offers you. But take the book (who knows when you will need it again?) There are locations when you need to RUN (in both parts of the game). You need to pay your delivery man. I hope you have what he needs. Then look around. While it is not necessary to carry any objects into part 2 (it is a game independent of Part 1), logic dictates that what you can take with you, you should. But that’s just my opinion. Part 2: Here again, take what objects are there, even if after you have used them. Give her something you have found. There are limited choices so you need to decide what to give her. Even if you do not think you have moved to another location, EXAMINE the ROOM. Don’t panic if you donate a item and lose the other in the process. The figure in the equipment room wants a codeword? What did Molly show you at the end of Part 1? Morgan is ready to push a button? You need to REMOVE your bindings first. The obvious doesn’t work. What to do once you are out of Morgan’s clutches. IGNORE is the correct verb. And then what? TURN around. It is important that when you find one object embedded in another, that you LOOK, once you EXAMINE things. Can’t get past the massive door? Surely you have something with you that you can INSERT? Don’t panic if your map gets lost. But remember the directions. What to do when you faced the thumb slicer? RETREAT is the operative verb. And then what? Remember you are on a trampoline-type floor. Do what you would do if you were on a trampoline. Do it more than once. ***************************************************** Displayed on the Classic Adventures Solution Archive: http://solutionarchive.com